Smoothed naming and other conventions
This commit is contained in:
+1
-1
@@ -1,2 +1,2 @@
|
||||
Build an interface for the lobby
|
||||
Have multiple players moving around the server at the same time
|
||||
keep the docs up to date!!!!!
|
||||
@@ -80,13 +80,46 @@ end
|
||||
|
||||
Networking protocol:
|
||||
//connections
|
||||
ping - ping the server
|
||||
pong - a response to a ping, carries the server name
|
||||
join request - from client to server, this is the initial contact the client makes. it carries all of the client's information, like the handle, avatar, etc.
|
||||
join confirm - the response to a join request, this makes the client enter the game proper, and carries the client's playerID.
|
||||
disconnect - from either the client or server, his officially ends communications between the two programs
|
||||
ping:
|
||||
ping the server
|
||||
pong:
|
||||
a response to a ping
|
||||
join request:
|
||||
from client to server, this is the initial contact the client makes. it carries all of the client's information, like the handle, avatar, etc.
|
||||
join confirm:
|
||||
the response to a join request, this makes the client enter the game proper, and carries the client's playerID.
|
||||
disconnect:
|
||||
from either the client or server, his officially ends communications between the two programs
|
||||
|
||||
//information control
|
||||
synchronize:
|
||||
update both the server and client
|
||||
new player:
|
||||
a new player enters the world. carries all player info
|
||||
delete player:
|
||||
a player leaves the world, carries the player ID
|
||||
movement:
|
||||
this is the initial position and motion of a player in the world. it is relayed to all clients, and progresses using delta progression
|
||||
|
||||
-------------------------
|
||||
|
||||
Server:
|
||||
ClientData:
|
||||
int playerID
|
||||
int channel
|
||||
str handle
|
||||
str avatar
|
||||
vec position
|
||||
vec motion
|
||||
end
|
||||
end
|
||||
|
||||
Client:
|
||||
Lobby:
|
||||
ServerData:
|
||||
name
|
||||
address
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
//player controls
|
||||
new player - a new player enters the world. carries all player info
|
||||
delete player - a player leaves the world, carries the player ID
|
||||
movement - this is the initial position and motion of a player in the world. it is relayed to all clients, and progresses using delta progression
|
||||
|
||||
@@ -50,17 +50,3 @@ Receive:
|
||||
player update:
|
||||
PlayerManager.Update(message)
|
||||
end
|
||||
|
||||
-------------------------
|
||||
|
||||
TCP systems
|
||||
|
||||
TCPNetworkManager: //NOPE
|
||||
Init //opens the TCP server socket, and allocates the socket set
|
||||
Quit //close the TCP server socket, and free the socket set
|
||||
AcceptConnections //accept new connections
|
||||
Send //send to a specific client, closing the connection if an error occured
|
||||
SendAll //send to all clients
|
||||
CheckSockets //non-blocking
|
||||
GetSocket() //get a specific socket
|
||||
total connections in the packet
|
||||
Reference in New Issue
Block a user